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Posted by Baker on 2012/06/29 11:38:17 |
I wasn't planning on doing this mini-project, it started as an effort to address some Fitzquake issues, fix them the right way up to Fitzquake standards (i.e. do it right, once and properly versus continual releases) and donate it back.
FitzQuake Mark V Download:
http://quake-1.com/docs/utils/fitzquake_mark_v.zip
Short version: Eliminated most issues in FitzQuake thread, most issues I can even remember hearing of ever and marked every single one clearly with a very minimal implementation.
It may be the case that only metlslime and Quakespasm and engine coders may find this engine upgrade of interest.
Features: 5 button mouse support, single pass video mode, external mdl textures, alpha textures (like RMQ), record demo at any time, rotation support, video capture (bind "capturevideo toggle"), console to clipboard, screenshot to clipboard, entities to clipboard, tool_texturepointer, tool_inspector (change weapons to see different info), clock fix, contrast support, fov does not affect gun, gun displays onscreen, Quakespasm wrong content protection, external ent support, session-to-session history and .. (see readme). |
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In The Mean Time
#493 posted by RickyT33 on 2014/12/12 16:47:04
RemakeQuake Winter 2011 demo is a good BSP2 engine :)
Yeah Great Engine.
With model interpolation forced onto the user permanently.
Does It?
#495 posted by RickyT33 on 2014/12/12 17:05:51
I hadn't noticed. I just noticed that it runs maps! And it has crazy damage feedback effects....
It also has 16:9 perspective correction on weapon models, which is nice.
And It Comes Bundled With The Biggest Map I Ever Made
#496 posted by RickyT33 on 2014/12/12 17:06:34
*whistles*
#497 posted by JneeraZ on 2014/12/12 17:07:56
#498 posted by ericw on 2014/12/12 20:33:30
I just posted a guide over on i3d listing the changes that might be needed for RRP support: http://forums.inside3d.com/viewtopic.php?p=55221#p55221
The RMQ Engine
#499 posted by mh on 2014/12/12 21:29:11
Was never intended to be a general-purpose engine. The idea behind it was to showcase the engine mods needed for RMQ, with the eventual hope that others would pick them up in their own general-purpose engines.
Expecting it to be one, then bitching about it because it's not, is kinda silly and futile.
#500 posted by Baker on 2014/12/12 23:34:04
Quakespasm acquired most of the most important changes in Mark V (alpha texture support, dynamic light speed up, several others, etc.)
I think Quakespasm should be used instead of Mark V.
Was never intended to be a general-purpose engine. The idea behind it was to showcase the engine mods needed for RMQ, with the eventual hope that others would pick them up in their own general-purpose engines.
Expecting it to be one, then bitching about it because it's not, is kinda silly and futile.
Hint, you gigantic dome, I was on the team before we even had a dedicated RMQ engine, so I know all this better than you do.
#502 posted by Baker on 2014/12/12 23:54:42
That being said, sometime this evening I'll release an unsupported Mark V that I haven't worked on a couple months.
It includes seamless Nehahra support, a Mac build, a feature identical WinQuake renderer for both the Windows version and the Mac version, a Mac dedicated server build and probably 35 new features that I don't remember. It has corrected BSP2 support, support for skyboxes in the WinQuake build just like GL Quake, a demos menu, a maps menu, etc. If I recall it is very stable, but I wanted to re-engineer the entire engine.
I don't plan on working on it more in future -- at least the near future, but I might as well release the code and let people play around with it. And hopefully Quakespasm will acquire the best parts of it.
Wow
#503 posted by ericw on 2014/12/12 23:58:59
that sounds crazy!
#504 posted by NightFright on 2014/12/13 00:51:25
What Quakespasm is still missing for me is .vis support and the way MkV renders weapons (changing view when looking up/down + capability to adjust viewmodel angle separately). I think it can be easily implemented and hope it will find its way into the port eventually.
But Nehahra support really sounds amazing. Always hated to switch engines just for playing that timeless classic. After Romero's recent material release for Doom's 21st birthday, this is the kinda news I've been waiting for regarding Quake. ^^
Baker
Sounds fantastic!
Thanks For Ruining Rmq, Otp
#506 posted by Spirit on 2014/12/13 01:27:21
October 10th Build
#507 posted by Baker on 2014/12/13 04:40:16
Windows version: http://www.quakeone.com/proquake/interims/mark_v_20141010.zip
* Nehahra Support (game nehahra -nehahra in console). fmod.dll is optional --- it must be in the nehahra folder as the engine will not honor an fmod.dll in the Quake folder because several different versions of fmod.dll exist.
* Direct3D Renderer version
* MP3 remap capability
* Bullet-proof automatic water transparency
* WinQuake renderer, it plays Nehahra too and does BSP2 like Tronyn's Something Wicked.
* Maps menu, under single player
* Demos menu, under multiplayer
* WinQuake renderer loads skyboxes
* GLQuake External texture support for sprites, all 2D graphics (in addition to , models. WinQuake renderer has sprite32 support.
* PNG screenshots
* All BSP2 fixes and the Quakespasm flickering entity fix.
* Protocol 15 serving compatibility. FitzQuake 0.85 can't actually serve a protocol 15 game.
* Supports BPJ protocol 10002, so can play the Warpspasm demos
* Fixes for Windows 8.
* External music can be turned off or resume in real time.
* Switching to a gamedir will detect the correct map for the mod if possible and doing "Single Player->New Game" will run that map. For example, if you play lunsp1, it will run lunsp1.bsp doing Single Player->New Game. Or if the mod has a map named something like "warpstart" it will load that map.
Might have APSP1 func_train fix. I'll have to dig up the source code and upload the Mac version tomorrow and likely post a couple of screenshots and update the upload .exe as I believe there is a more current stable version with additional features.
The above feature list is incomplete, but I have to dig up a feature list. It might play dz demos if dzip.exe is in the Quake folder.
[I hope I uploaded a fairly polished version, there is a chance I didn't. Mark V supports libcurl downloads but does not require the DLL and doesn't actually use it for anything because I never fully completed the Quaddicted installer I was working on :(.]
#508 posted by Baker on 2014/12/13 04:42:38
[Uploaded version doesn't support playing .dz demos. Tomorrow I'll find right version. Mac suports playing dz demos too.]
3x Post
#509 posted by Baker on 2014/12/13 05:08:34
Here is a Nehahra screenshot. This is actually the WinQuake renderer version:
http://quake-1.com/docs/any/nehahra.png
Other features I am remembering: autodemos and autosaves during game if cheats are not being used (and probably if frames per second is 72 = standard SDA Quake rule). Auto-saves appear in the bottom 3 slots in the load game menu, autodemos would obviously appear in the demo menu. cl_autodemo 0 turns off autodemo. Autodemo and autosave will keep no more than 3 saves at any time.
Another feature: Mark V will never load a config saved by another engine and fall back to a backup copy.
Mark V *should* be totally immune to the Zerstorer and Nehahra config meddling as it uses a method similar to FTE latched cvars to revert cvars to their correct values after cutscenes and/or QuakeC or demo-playback meddling. However, since I'm not sure of the features of the version I uploaded or what I was doing with the source code at the time, can't be 100% sure.
Other features: r_lavaalpha and r_slimealpha cvars since Quakespasm was pushing for that (but doesn't seem to have the cvars in Quakespasm itself?)
Damn ... Unfortunate 4x Post
#510 posted by Baker on 2014/12/13 05:20:42
Enhanced coop capabilities:
http://quake-1.com/docs/any/coop_scoreboard.png
Ping scoreboard, per player scores in coop.
If Mark V is hosting a coop game and teamplay 1 is set, the engine will ensure that all connecting players have the pants color of server host to prevent self-damage.
Feature can be disabled with sv_coop_enhancements 0.
That Feature List Looks Huge
#511 posted by metlslime on 2014/12/13 05:51:38
I had some questions though:
* Protocol 15 serving compatibility. FitzQuake 0.85 can't actually serve a protocol 15 game.
Is this true? what does fitzquake do wrong?
* Switching to a gamedir will detect the correct map for the mod if possible and doing "Single Player->New Game" will run that map. For example, if you play lunsp1, it will run lunsp1.bsp doing Single Player->New Game. Or if the mod has a map named something like "warpstart" it will load that map.
How do you detect this? Are you scanning the entities lump to find "trigger_changelevel" and looking for what map points to the other maps? Or is it like, find the map with the fewest monsters?
I May Be The Only One...
#512 posted by Orl on 2014/12/13 06:42:33
In response to some of the posts above, but I think the RMQ engine was, and still is a fantastic engine, it was what is now Quakespasm. But I like it over Quakespasm for a few minor reasons, and it is my engine of choice for most things. Sure it has some flaws but what engine doesn't? I'm just curious as to why there is such a strong dislike for RMQ.
I don't mean to shift the conversation from Mark V, which is what this thread is about. I applaud you Baker for releasing a big update to the engine, I intend on playing around a lot with it.
Baker
#513 posted by Spirit on 2014/12/13 12:46:38
I am so impressed by your persistence and skill. You went from (seemingly) zero to being a full on engine developer. That's awesome!
Quaddicted installer
Oh that would be too great! Some day, some day. :)
Texture Filtering Modes
#514 posted by NightFright on 2014/12/13 16:05:15
I have tried the new builds a bit. The Winquake version doesn't run for some reason for me at all, crashes during startup (Win 8.1 x64, Intel Core i7-4770K @ 3.5 GHz, 16GB RAM, nvidia GF 770).
The DX8 build seems fine, but when using gl_texturemode "gl_nearest_mipmap_linear", it seems that floor/wall/ceiling and some model textures (e.g. health packs) keep bilinear/trilinear filtering. Does it require additional settings now or is something broken here?
Auto-detect Start Map
#515 posted by mh on 2014/12/13 16:30:54
How do you detect this? Are you scanning the entities lump to find "trigger_changelevel" and looking for what map points to the other maps? Or is it like, find the map with the fewest monsters?
I would assume something like "is the map name the same as the gamedir name?" is a good first test to make. From there I'd move to something like "is there only one map in the gamedir?", from there maybe look for a map with "start" in it's name, then finally return "start".
This is a cool idea but what I'd really also like to see is, if the start map isn't called "start", then assume that it has no skill selection halls and pop up a skill menu before loading it.
That "Levels" menu is also cool, well done Baker!
#516 posted by negke on 2014/12/13 19:19:34
Possibly nice feature: highlight (in a subtle way) all maps (files) exclusive to the specified mod directory when using the maps (dir) command..
Possibly nice feature #2 (half-joking): enable the engine to display the mod's/map's readme, so the player can look up things like the start map himself (because there's only so much auto-detection it can do).
@metlslime
#517 posted by Baker on 2014/12/13 19:44:29
During sign-on, FitzQuake sends a message larger than protocol 15 can handle and preventing it gets to be very complicated (client scenario, server scenario, client and server, per protocol situations). There were 2 instances in one of the net_*.c source files that weren't being handled because those functions used sizeof on the buffer. Fixing that requires a global variable.
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This thread has been closed by a moderator.
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